Taiwan Mahjong · the part nobody explains properly
Counter-clockwise = to your RIGHT.
Every single thing in this game — seat winds, whose turn is next, dice counting, dealer rotation — moves to the right. If you remember only one thing, remember that.
Fastest method that's still legit — do this once at the start of the night:
Even lazier and fine for a casual night: everyone rolls a die, highest is East, then going to their right is South, West, North.
Quick sanity check: 36 tiles each × 4 players = 144. If someone's wall isn't exactly 18 stacks, tiles got miscounted — fix it now, not later.
This is the part everyone fumbles. It's two questions: whose wall, and where in it.
You (East) roll two dice. Add them up. Then count around the table to the right, starting with yourself as 1.
| Total | Whose wall gets broken |
|---|---|
| 5 · 9 | Yours — East |
| 2 · 6 · 10 | South (your right) |
| 3 · 7 · 11 | West (across) |
| 4 · 8 · 12 | North (your left) |
Using three dice instead? Same rule — just keep counting around the table to the right until you run out of pips.
Take the same number you just rolled. On that person's wall, count that many stacks from the right-hand end (right as the person sitting behind that wall sees it). Split the wall right there.
| Question | Answer |
|---|---|
| Who's next? | The player to the right of whoever just discarded. |
| Where do I draw? | The next stack along the live wall, continuing leftward from wherever the last tile was taken. Top tile of the stack first, then bottom. |
| I drew a flower 🀢 | Flip it face-up in front of you, take a replacement from the dead wall, then discard normally. |
| I made a kong 槓 | Same deal — replacement tile comes from the dead wall. |
| Someone called pung/chow | Turn order skips ahead to them. They don't draw — they take the discard, show the set, and discard. Play resumes to their right. |
| Wall's running out | When the live wall is used up, the hand is a draw. Nobody pays, you stay dealer, redeal. |
Look at the newest discard. Whoever threw it — the next player is on their right. If nobody remembers who threw last, look at who has 17 tiles: that person hasn't discarded yet, so it's their turn.
Count hands. Everyone should have 16 tiles (counting each exposed set as 3 and each kong as 3, not 4). Anyone with 15 got shorted; anyone with 17 owes a discard.
Find the gap. Draw from the stack immediately to the left of it.
Too late — the call doesn't stand. Your house, your call, but the standard is that once the next player's hand touches the wall, the discard is dead.
If East (the dealer) won, or the hand was a draw:
East stays dealer. Nobody moves seats. Rebuild the wall and go again. (This is 連莊 — a dealer on a heater can hold the seat a long time, and their wins are worth more.)
If anyone else won:
Dealer passes to the right. Nobody physically moves — everyone's seat wind shifts one step. The old South is the new East, the old West is the new South, and so on. Hand the dice to the new East.
A full game is 16 hands — each player deals four times. But end whenever people want to eat.
Only the winner gets paid. Self-draw (自摸): all three losers pay. Won off a discard: only the discarder pays. Set a value per tai before the first hand so nobody argues later.